        #version 330 core
        layout (location = 0) in vec3 aPos;
        layout (location = 1) in vec2 aTexCoord;
        out vec2 TexCoord;
		
		uniform mat4 transform = mat4(1.0f);
		
        void main()
        {
           gl_Position = transform * vec4(aPos.x, aPos.y, aPos.z, 1.0);
            TexCoord = aTexCoord;
        }